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Written by Chicago Burdman
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Thursday, 09 September 2010 07:18 |
nostalgia - "a yearning for the return of past circumstances, events, etc."
Welcome to the Video Game Bin. This is the first article in an ongoing series written by myself and other contributing members of the 3-PG community. The premise is simple: Find your stash of old games, load one up, let the waves of nostalgia wash over you, and then write about it. Don't take these for being factual reviews of these games. The "Bin" articles are as much about personal experience as they are about video game discussion. They are about the games you played but also who you played them with and why you loved them so much. I hope you enjoy the series. These articles are suppose to be as entertaining to read as they are to write.
Our first entry in the series is Rampage!
Lizards, Gorillas, and Turkey
I was born a year after the Nintendo Entertainment System was released in the United States. I can't remember exactly what year I got my very first one. It almost certainly was Christmas and probably right around the time of the first Gulf War, so most likely '90 or '91. My parents probably saw it as the better choice then putting the money down for a brand spanking new Super Nintendo Entertainment System. Though I don't remember much about receiving that original NES, I do remember shitting LEGO bricks (not literally) when I unwrapped it.
One of the first games I managed to get my grubby little LEGO loving hands onto was Rampage by Midway Games. The power to destroy an entire nation (and parts of Canada) was handed to a simple child from Chicago. This power was manifested through a giant lizard and gorilla. Anyone who loved Godzilla and/or King Kong new exactly what this game was about. The real beauty of the game, for a kid, was its simplicity.
Your single goal in the entirety of the game is to knock down all the buildings. Hell, I use to do that with my wood building blocks. What child doesn't have a destructive side? The rest of the game was just points and eating damsels in distress (a turn of phrase that would take on an entirely different meaning when I got older). I mean the puny humans even help you tear down buildings if you are not fast enough. They plant explosives at the bottom of buildings if you take too long.
What I really loved about this game was playing with friends. When someone came over, we would attempt to beat the whole game and destroy the whole country. It was always a fools errand, though. We would get to Florida when the phone would ring with my buddy's Mom telling him to come home. It was always a buzz kill because Rampage, unlike many of those original video games (Donkey Kong, I'm looking at you), really could be beaten. It was simply a matter of time. We would try to do "long pauses" that would last days until my Player 2 could return but, being a member of an impatient generation, I would always want to play a game. So, inevitably, I would lose our progress because of an inexplicable urge to play Marble Madness.
Then there was 1997 - Read More by clicking below!
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Written by Stehil
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Sunday, 05 September 2010 00:56 |
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And I thought yesterday was an exhausting day! I hope some of you were able to catch the concert tonight, it was amazing! Jonathan Coulton even forgot the lyrics to re: Your Brains.
Today was trying to get a bit more hands on time with a few games. Bastion for Xbox marketplace is a fascinating little action RPG title in which the player (and I steal from the press release) constructs a safe haven in the wake of the Calamity, a cataclysmic event that shattered the world into a series of floating islands. The thing that blew me away the most about it was the narrative of the story and the fact that EVERYTHING was narrated, including combat, in real time. Not so much in the every swing but it was things like "spirit's rose up from the floor from the mines where they were trapped below" when you entered combat and they appear. That combined with the stellar art style of the game made it incredibly engaging for me as a player. You can get a bit of a sense of it from some footage someone taped off the floor and a good sense of the art from the Trailer.
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Written by Stehil
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Friday, 03 September 2010 23:25 |
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Holy crap and that's day one done. Sorry about lack of smaller updates like I was hoping to do but wireless at the convention centre was more or less not working... to many people overloading their poor servers. Rumour has it maybe it'll be fixed tomorrow?
We started the day down at the PAX Theatre, where the keynote was going on. We had no intentions of going, we just wanted Intel Badges for a chance at swag, that and a chance to see how crazy the line up was. The picture doesn't really do it justice. It went into the venue, outside, down the block, around, along that, into the plaza out back, snaked back 3 times and when we left we heard that it was heading back up the other side of the block. Madness. That being said when we got to the convention centre that line up wasn't much better.
When entering the convention hall this year I was over come with the usual initial sensory over load of walking into a loud, dim, but with lots of flashy signs and lights, and then went into child in a candy store mode.
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Written by Stehil
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Thursday, 02 September 2010 22:54 |
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Well It's that time of year again and once again I find myself in Seattle for PAX Prime. I'll be trying to get as much info out over the next 3 days as possible with pictures of all the shiny new games and the trade floor (which I might add is nearly double the size this year). You can check back here or follow my misadventures on twitter @3pgPAX.
Today's adventures were more of airport/customs fun, finding hotel, food and then ending up at a board game PAX meet up where we took over the Sheraton Hotel Lobby.
Citadels is card game for 2-7 player of bluffing, building, diplomacy and accidental back stabbing, it will make more sense in a minute, I swear. The objective of the game was to build buildings for your citadel, all which cost a varying different amount of gold between 1 and 6. Each player had a role card, which grants them an extra ability or income each turn, that you also go to change at the end of every round. Starting with one player each player at the top of each round shuffled through the 8 different role cards and chose one in secret from everyone else, until there were none remaining. Each class has a different turn order, labelled from 1-8 that will always be the same, so for instance the Assassin is always the first person to go in a round, they get to choose one other role to assassinate each round and they miss that round. I say role because they aren't choose a player, they say I'm assassinating the Merchant, not really knowing who they are until it becomes the merchants turn and a corpse turns up.
All in all a lot of fun, a bit slow on the uptake but once it got rolling it was a lot more about guessing who to screw and how.
The gem of the night though was Fantasy Flight Games' Red November, a cooperative board game where 6 gnomes are on a submarine with a bunch of vodka that's breaking down. Everyone has to work together to keep themselves alive as fires break out, bulkheads get blocked, parts of the sub flood and if you're really unlucky, a kraken attack. It was much simpler and a hectic crazy of "Well do we put out the fire or try and stop the missile bay from exploding". It's also great playing a game where vodka makes you more powerful. Although sadly, just like in real life there is the consequences of the hangover.
Over all a great first day and I need to give a shout out to a few of the guys over at The Modern Day Pirates who we were board gaming with most of the night.
That about wraps up the festivities of pre-PAX. I'm off to bed to rest of for a day of gaming sensory overload.
I do ask over the next couple of days you bear with my spelling and grammar abilities, or lack thereof, as well pictures being updated later into the posts as my main goal is to get information out as fast as possible this weekend with the intent of tidiness a little bit later.
Cheers from PAX.
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Written by DDude
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Thursday, 02 September 2010 20:18 |

Yes, it's true. The new game of Telltail is indeed going to include some familiar faces pokering with each other. Sam & Max, TF2, Penny Arcade and Strong Bad team up together!
"We've had the idea for some time of exploring the idea of what video characters do when they're not ‘on the clock' in the games we play," explained Telltale CEO Dan Connors via the game's announcement. "We pitched the idea to friends in the industry and it really resonated. We all had a great time imagining what these guys would banter about while slinging cards – from there Poker Night at The Inventory was born."
We'll have some live feedback from PAX convention this weekend to confirm or deny this corpocracy. Stay Tuned!
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